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Rors

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Dracothian Guard

Dracothian Guard (7/10)

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  1. I think ultimately this army will probably be an faction that wins by hold one, two, more and battle tactics turns 1-3 while denying the opponent.
  2. I'm very confident that the gibbers are one item on the list. For battleline I'm less confident.
  3. My understanding is that you write gibbering congregation into the list, so for the purposes of battalions and the like like, it's one thing. But being 3 individual units in a set, you meet the 3 battleline units too. That said, BoC doesn't strike me as a book where the battleline is a tax. IDK have a similar thing with their sharks.
  4. I included the heardstone and monsterous action and got 11.67 vs a 4+ save or 15.56 if you all all out attack. Nothing amazing but not bad. However, Swallow Whole is what makes this guy an absolute killer. You pick the models. So just always have this guy activate after they've had their pile in. Break the unit in half and ruin their coherency, forcing them to remove half the unit. You can also pull out banners and leaders etc. More likely, you'll get two not 3 swallow whole roles because he effectively has always strike last if you want to get the most from him. However, between swallow whole and feast on flesh your going to be healing a lot. A unit of 6 Drogers should do 24.61 wounds on the charge vs 4+ and then the D3 mortals on top.
  5. I'm reconsidering my list to put cockatrices in. In particular, running 2 blobs/lines of 4 morg spawn with a cockatrices behind them and the -1 shots spell. It's just such an aggressive 'unit'. If the opponent has a lot of shooting I'll probably bring them in via ambush but against combat focused armies they'll be such a headache to deal with. Put them base to base and it's going to be difficult for a unit to not get tagged multiple times and on a 4+ they only hit on 6s. Going down to one attack per model and 6s to hit makes most of the heavy hitters out there worthless.
  6. Yeah to be honest as soon as I find a good stl file for cockatrices, I'm getting a bunch. they'll also be showing up in my slaves to darkeness army. Sat behind a wall of nurgle warriors.. they're just such an amazing support model that I think they'll be showing up all over the place as allies too. I could see chaos gargants being taken as allies too for the rend bubble.
  7. It'll really depend on how much players lean into ambush. Even then, ambush lists want MSU and it's hard to MSU and one drop. Also gors and a few other units really want to fight in two ranks so they won't one drop. The subfaction that teleports each turn isn't going to care about drops either. It's entirely possible the best lists will have high drops, a single hammer that drops in from 7, and maybe a couple screens/objective grabbers that come in round 2. Quakefrey is probably the biggest contender for battle regiment as Ghorgons and Cygors are squishy and making the battleline opens up the option. Lastly, we have some of the best screens in the game still even though points went up in ungors. In allherd they can be spaces out like the skaven clanrat trick to be 1 inch apart and create huge walls without fear of loosing coherency. In short, while you could 100% make a competitive list based around ambush and turn priority, I don't think beats are going to be forced in that direction.
  8. HoS can't be fixed with points alone because their rules don't have enough synergies. BoC has one of the most layered books I've ever read. As with any book the internal ballance isn't perfect, there's definitely some losers. That said, even with how expensive the army is I think it's actually ridiculous what it can pull off. BoC have more control and debuff tech then any book out there right now. We can move the opponents models, multiple ways to slow the opponent, multiple ways to reduce characteristics their attack profiles. Multiple ways to hand out always strike last. So many cool warscrolls, cockatrices making people only hit on 6s is nuts. Razorgor are absurd counter chargers behind screens of ungor. I think this book will on average, loose more than it wins however I think that's because the skill ceiling on actually getting the most out of this book is way higher than normal. Points will shift but if they brought this book down in points so that the average player is going 50/50 in games, the top players are going to utterly wreck people. All that said, there are definitely some duds. Beast lord isn't appealing to me at all. Also, for many players who built there armies last book, having half or more become redundant because of points hikes shrinking the total army size will be a negative play experience during the list building stage for awhile. I think the Gitz book is actually a good comparison because it's also extremely heavy on layering of rules but they went the other way and priced the points so that the average player has a good chance without using them properly.
  9. Yeah it'll be a great time to pick up the army because lots of players will be selling off models since the points went well up and summons are gone. Ive seen negative reactions but I love this new book. It's a complete overhaul on BoC which is honestly what they needed. Time will tell how over costed or not it is but this army has A LOT of tech. Anyway, for fun here my 2k list. I'll post a report up once I get a game in. Gavespawn Shaggoth, general, cunning (7 inch deepstrike) and gnarlstaff 275 Braysharmen, stubborn aspect 95 3 Drogers 225 6 Drogers 450 3 Morghurite Spawn 230 3 Morghurite Spawn 230 3 Morghurite Spawn 230 Ghorgon 240 Battle regiment 1975 General idea is start with a spawn covering any home objectives, everything else off the board. One drop let's you choose to alpha or give them 1st. Braysharman pull screens out of position or targets closer. 6 Drogers land 7 away to smash priority target. Shaggoth can use his artifact and season spell to pile mortal wounds on an objective. Spawn clog up board space and defend the Drogers.
  10. I won a game against fyreslayers using blocks of 20 chainrasp with grieving legion last week. 5/5 save and minis 1 to wound makes them fairly hefty to lift. They were all dead by end of turn 3 but I was also so far ahead on points by owning the objectives that it didn't matter. Grieving legion preventes him from retreating anything for rally in those early turns but in hindsight the same list would have been better in emerald host.
  11. I think this army will have a lower than average win rate but that will hide the higher than average skill ceiling on the list. I get the impression that we have LRL levels of tech we can bring to bear but with so few models it's going to take a lot more thought than the regular army to play. I agree some units like Shaggoth are probably too expensive. while I like the Ghorgons, I suspected quakefray is a trap. Cygors doing mortals is cool though, if you have 2 or more within 30 that really hurts a magic army but it's also too many points invested and I reckon you'll have a really issue if the opponent just brings iron jaws or khorne or something.
  12. Oh boy, there's so much to unpack! This book is absolutely packed with synergies. Some of the main take aways I see: - the command ability for a 7 inches charge is great and we have genuinely terrifying alpha strike potential. Ungors can potentially shoot off screens at the start of the movement phase, or we can use a heroics action to pull targets into position. - Ghorgons getting to pick 3 models to remove with 3 inches is brutal for coherency. - Gavespawn spawn have a stackable ability to reduce a targets attack characteristics and cockatrices can make a target only hit on 6s. Combo? - Gor, bestigor, and ungor are all a lot better. - Razorgor and ungor make an interesting combo. Ungor have 25mm bases so they can screen the razorgor, who stay within 3 to then pile in with double the attacks. Ungor can flee in the combat phase to make room for razorgor pile ins. 8 attacks each at damage 2 is nothing to scoff at.
  13. You really need 6 GCs and a strategy for killing their GCs if you want to go with the day is ours. Nighthaunt or fyreslayers are kind of the benchmark for this. None of your casters can take warp reality as they're not marked Tzentch. Doom sigil is an amazing spell but it works best when you have screens that can die and then buff your hammers. I personally think knights work in 10s with the khorne banner or not at all (or in 5s with nurgle as fast units to pin your opponent into their zone). Hitting on 4s isn't reliable. They'll nuke just about anything with all out attack and the banner though. Alternative to that is demonic power, does the same thing but more risky, it does get around roar though. Competitively speaking the summoner doesn't show up much. He'll have an easier time this season though if he's on foot. One potential combo would be the GC artifact to let him teleport. Then he could jump across the board and drop a unit somewhere.
  14. The other thing I'm really considering this edition is grieving legion because once again, bounty hunters going away is huge. Chainrasp have a less than 1 inch base so they can make single lines. 3 blocks of 20 is 60 inches of wall around their deployment. For fun here's the list I'm thinking of. It's got double battalion for extra enhancements, don't have the list with me right now so sorry the names are off. With this list you can get 9 units teleported (3 underworlds, 4 via boat n harrow, 1 spell, 1 GC ability). You can set up a wall around their deployment, then position your heros 2 inches behind that wall for pile into combat fun. Depending on what they have you can change what you put down. Banshees can be objective grabbers while you have them pinned or swap them for some spell protection. Palisade will stuff up shooting and they'll have a hard to getting away from it while pinned in. Lady O + Kurdos messes with their CP. And boat man and harrow have the utility of taking a unit each somewhere else if you need to jump back out. Allegiance: Nighthaunt - Procession: Grieving Legion - Leaders Awlrach the Drowner (170) General Kurdoss Valentian, the Craven King (210) Lady Olynder, Mortarch of Grief (340) Spirit Torment (120) with arcane tome (5+ ward) and come back to life on a dice rolle Spirit Torment (120) With GC teleport and -1 to wound artifact Dreadblade Harrow (130) mortal on charge 20 x Chainrasps (220) - Reinforced x 1 20 x Chainrasps (220) - Reinforced x 1 20 x Chainrasps (220) - Reinforced x 1 4 x Myrmourn Banshees (100) 4 x Myrmourn Banshees (100) Endless Spells & Invocations Prismatic Palisade (30) Total: 1980 / 2000 Reinforced Units: 3 / 4 Allies: 0 / 400 Wounds: 104 Drops: 11
  15. I think crossboos are viable now. Yes, their damage output is still trash, no points change will change that, but 90 points for a 4+ save with a 5+ rally and the only access to ranged damage. There's something there. I think you either take them as screens and cheap WoT trigger or you can build around them. I'm not sure about building around due to sunk cost but.. A maxed out size of crossboos is 270 points, you could drop two and a KoS. That's 60 shots, effectively 15 rend 1 saves you can force. Enough to kill the average GC. By itself that's not worth the points so let's go sunken cost and add 3 coaches and a harrow and give the KoS the leader GC enhancement. Now you have 60 shots on 3s and 4s dropping 12 away. The goal is to kill at least 6 models so that the coaches can unleash 9d3 mortal wounds (these will fill each other up too). Then when you get charged you can stand and shoot with both units for 0 CP using the harrow to get the second stand and shoot. Make the army grieving legion so they can't retreat from the crossboos while you nuke them with mortal wounds. Pure speculation and likely sunken cost but I don't think they're anywhere near as bad as last time round because for how cheap they are it doesn't really matter that they're ****** and there is synergy in the book if you lean into it.
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